Use MoveWithinRange for attack activities.
Fixes #2104. Fixes #2923. Fixes #4455.
This commit is contained in:
@@ -16,25 +16,27 @@ namespace OpenRA.Mods.RA.Activities
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/* non-turreted attack */
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public class Attack : Activity
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{
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protected Target Target;
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WRange Range;
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bool AllowMovement;
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int nextPathTime;
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const int delayBetweenPathingAttempts = 20;
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const int delaySpread = 5;
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protected readonly Target Target;
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readonly AttackBase attack;
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readonly IMove move;
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readonly IFacing facing;
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readonly WRange minRange;
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readonly WRange maxRange;
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public Attack(Actor self, Target target, WRange minRange, WRange maxRange, bool allowMovement)
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{
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Target = target;
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Range = maxRange;
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AllowMovement = allowMovement;
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this.minRange = minRange;
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this.maxRange = maxRange;
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attack = self.Trait<AttackBase>();
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facing = self.Trait<IFacing>();
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move = allowMovement ? self.TraitOrDefault<IMove>() : null;
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}
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public override Activity Tick(Actor self)
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{
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var attack = self.Trait<AttackBase>();
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var ret = InnerTick(self, attack);
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attack.IsAttacking = (ret == this);
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return ret;
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@@ -49,27 +51,23 @@ namespace OpenRA.Mods.RA.Activities
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if (!Target.IsValidFor(self) || type == TargetType.FrozenActor)
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return NextActivity;
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// TODO: This is horrible, and probably wrong. Work out what it is trying to solve, then redo it properly.
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if (type == TargetType.Actor && Target.Actor.HasTrait<Mobile>() && !self.Owner.Shroud.IsTargetable(Target.Actor))
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// Drop the target if it moves under the shroud / fog.
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// HACK: This would otherwise break targeting frozen actors
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// The problem is that Shroud.IsTargetable returns false (as it should) for
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// frozen actors, but we do want to explicitly target the underlying actor here.
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if (type == TargetType.Actor && !Target.Actor.HasTrait<FrozenUnderFog>() && !self.Owner.Shroud.IsTargetable(Target.Actor))
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return NextActivity;
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if (!Target.IsInRange(self.CenterPosition, Range))
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{
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if (--nextPathTime > 0)
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return this;
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nextPathTime = self.World.SharedRandom.Next(delayBetweenPathingAttempts - delaySpread,
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delayBetweenPathingAttempts + delaySpread);
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return (AllowMovement) ? Util.SequenceActivities(self.Trait<IMove>().MoveWithinRange(Target, Range), this) : NextActivity;
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}
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// Try to move within range
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if (move != null && (!Target.IsInRange(self.CenterPosition, maxRange) || Target.IsInRange(self.CenterPosition, minRange)))
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return Util.SequenceActivities(move.MoveWithinRange(Target, minRange, maxRange), this);
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var desiredFacing = Util.GetFacing(Target.CenterPosition - self.CenterPosition, 0);
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var facing = self.Trait<IFacing>();
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if (facing.Facing != desiredFacing)
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return Util.SequenceActivities(new Turn(desiredFacing), this);
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attack.DoAttack(self, Target);
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return this;
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}
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}
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